I recently started a character again after about 7 years of an attempt at playing. I used to seriously play about 12 years ago, so you can say I am new but with some old experiences.
I had some pleasant surprises with changes implemented over the last few years. But certain things are also quite troubling, and if I was a completely new player I am unsure if I would be compelled to stay for long.
I guess it is understandable that the first problem to be addressed is the low count of playerbase. So for me, the priority should be things that would help to get "new" blood in, and I count people like myself as new as well, but also get old people back that lack the time they had in their hands 10 years ago.
How to do that?
1) Leveling and time in this day and age.Times have changed, not much time for mundane tasks such as lenghty leveling. Everybody will do it, because everybody wants to get strong before they go out into the world. If I can play 2 hours per day and I can get 2 levels in those 2 hours around Veteran-Expert, it is not possible for me to do RP'ing too, which I dearly miss. I would have to spend 2 hours waiting around in Inns to find people anyway.
So what if leveling became a little bit easier? It's the times we live in that require it. Working with games I see all MMO's going "easier" on leveling every day. Players would have more time to RP, handle expeditions, do a little more RP or even PK.
2) Areas and area command.How it was for me: I couldn't remember most of the areas and how to get there, so I used the "area" command. That list is comprised of places along the lines of leveling for "Initiate to Grandmaster" or "Amateur to Champion", and I was trying to figure out if I remembered any of those places, so I could check IF my amazing new sextant could show me where they were. Perhaps it would be a nice thing to be more specific.
3) Quests and quest chains to direct.What if there were a few more quests in each leveling "area", their difficulty depending on that level range, and quests became a bit more rewarding (even if they were harder), so you would get the sense of RP'ing and not just sitting on your [REDACTED] and spamming the same command for hours and hours, time that you can't really spare any more and feels that it goes wasted?
Perhaps a competition for people to write quests would be of help (in exchange of loyalty tokens?). There are people here that know the world like the back of their hands and could give amazing insights and write great chain quests appropriate to each level range.
Maybe the last quest in one area/range could be something like: "if you are done in this place, how about you go help my sister in that other cave of monsters?". And that would guide you to the next leveling range area.
4) Other timezones taken into account.From my perspective, and a couple of friends that I have trying to play again: European times seem to be a bit neglected, as the most people I've seen online were on the "Happy hour" which is in the middle of the night for me, when I have deadlines to work on and I am also dead tired to play. I saw someone saying on the Facebook page, how about a "happy hour" every 12 hours instead of a 24 hour one? I think that this would fall under the "grow the playerbase" tag, as we would be looking forward to 3pm and not 3am, for example.
5) Time wasting thingsOn the subject of time, Cordance above said something that I liked:
Quote:
Id like to see a "time waste" things removed or altered. These things include but are not limited to shops closing over night. A price penalty for "closed" times could replace it for RP reasons with out restricting access. Day night cycles with out a moon is just frustrating. These are "cool" features that make RP sense but really are frustrating time sinks with little gain.
I like it RP wise too, the NPC's are there standing behind their counters replying to me that they'll be open in a bit, twiddling their thumbs. How about doing it like night-shift garages do? They are overpriced but open 24/7.
6) Religion investingAlso several people said that Religion should be given as an option at creation. Back in the old days, I would SO hate this suggestion. But loving the priest class, I would say it might be needed for now. First of all, as I started moving around I died twice to a "fleshy skeleton" that had roamed off a bit (or I roamed off a bit perhaps). The second time the damned thing followed me to the end of the world as I ran to escape, and both times I did the Death Quest cause it was me and two other people around. If somebody does not support the religion they chose, they can be blemished and made to atone sure. Give them warnings on creation on the matter. Playing a character as I'd wish is difficult at the time, but creating a priest now, with the little amount of time I have to play, seems out of the question for me. 10 years ago I was a Mentor before I got invested, and went through interviews again and again, weeks after creation.
Generally, several suggestions that I read above about how to make things more efficient (especially time-efficient) sound good to me. Other things that people have suggested sound lovely, but I would focus on getting people to come and stay instead of/before changing details.